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Topic: "Three Brothers" setting (Read 2741 times)

Talking with Chaosmark and Maggot the other night, I realized I'm a big fan of steampunk, though I've never tried writing it before. I realized that it might make a good addition to the new setting I've been working on. It's part D&D high fantasy, part sci-fi, part steampunk. I'll use this thread as a sandbox and sounding board. Please feel free to comment, suggest, add, criticize, or launch wild accusations. I'll add more topics and bits as I go along. Thanks for reading!

History---------

Eons ago, the race that called itself Atua arrived into this sector of the galaxy. Advanced beyond all other beings in the universe, the Atua were masters of their domain, able to manipulate time, space and matter as smiths manipulate iron. With a small population - unhindered by biological reproduction as their bodies were practically immortal - the Atua wandered the galaxy searching for an ancient promised land, a promised land they found here. With their magic-like technology, they manipulated the planets of this solar system and placed them according to their will. Three planets in particular became the center of their attention. These they placed in an unnatural and fragile trinary orbit around eachother and around their star at just the right distance to allow life to flourish on all three. Thus Chizen, Selidus, and Galan became the Three Brothers, center of the Atuan universe. They began to create new life on these planets as though they were gods, some fashioned after themselves, others after their vast imagination and experience. The young races slowly began to develop, mature, and search - as all sentients do - for meaning in their lives, reason for their creation. To answer their children's need without needlessly revealing themselves, the Atua sent three of their "enlightened" beings to act as guardians of each planet, beings that had since shed their physical body and lived purely on the astral plane. These guardians showed themselves as the creators of their creations, gave them direction and the foundation of faiths, and gently faded so as to not intervene exccessively into the races' lives. The three planets thus began to develop further and build a tri-fold utopia, the Three Brothers linked by a space train allowing easy travel between them. Life for the races seemed immaculate and paradisiac, living peacefully among the various species of their worlds. The Atua were content and all was well.

As happens with all utopiae, however, disaster would strike. Precisely what occured and by whose hand is still debated even by the Atua, but the result was grimly evident: Galen, a paradise-like world of rolling hills and gentle seas, was destroyed. Radiation swept away most of the atmosphere, the seas boiled into acid, the land turned from fertile soil to brimstone gravel. Nearly all life on Galen was lost, save a few poor sentients who began to mutate and evolve into metallic beings whose life was writhing pain. The Atua were horrified at what happened to their promised land and mourned beyond what any other being could feel. Many ended their lives in sorrow. Feeling the weight of guilt on their whole race, the Atua took the only action they thought they could: leave forever, banish themselves from the worlds they ruined. Receiving retribution for the ruining of Galen was guardian Ferele, banished to the volcanic rock of Heliot to live an eternal purgatory. To give some hope and peace to the remaining races and worlds, the Atua wiped all memory from the races of the Three Brothers and lulled them into suspended animation, not to wake for a thousand years. The Atua bid a sad farewell and vanished from the galaxy, never again to be seen. The only remnants of their ancient and vast civilization were the remaining races of the Three Brothers and their guardians: Riyan, eldest of the three and guardian of Chizen; Aeshi, the embodiment of the untamed nature of Selidus and its protector; and Hyores, successor to the failed Ferele and the guardian of the remnants of Galen. These three guardians were sworn to remain the watchers of the planets until the end of the great age when the stars would burn out and the universe grow cold.

After a millenium, the inhabitants of the Three Brothers slowly woke into a confused state. The recognized the world around them as familiar, they spoke their languages as natives. But where were they exactly? Who were they? All memory of their previous lives were gone, taken by their Atua creators in hopes of preserving their goodness. Gone too were all remnants of the old civilizations save the lonely and mysterious train that connected the three planets. Gradually, the races reorganized, built, believed, learned, taught, and created new civilizations. Now a thousand years have passed since the Awakening. Their questions still remain, but the guardians have sworn to stay out of their affairs and allow them to develop on their own. Perhaps one day the races of the Three Brothers will rise to the glory of even their Atua creators. Whether they will survive long enough to achieve that level of advancement is yet to be seen.

Steampunk is a genre of writing (and roleplaying) that focuses on an Industrial Revolution-era vibe. Central is the idea that steam is still widely used as source of power for numerous applications; in truth, it actually is very good, but we as a technological society have moved beyond it in favour of the internal combustion engine (disclaimer: that's an oversimplification, read the wiki article if you want more depth). I would suggest you take a look at Ourobos' Locastus setting for an example of fantasy steampunk mixture.

Chizen - The most temperate of the worlds, Chizen is also the most diverse. The birthplace of the Duin, Konass, Ara-atan, and Altered races, Ourani and Sarat have also found homelands here. Because of its diversity and civility, it is considered the political and cultural center of the Three Brothers. There are five continents: Delos, the largest and home to an empire of the same name; Asior, marked by steppes, deserts, and timberlands; Pasa, a densely forested island; Telegara, the icy continent that occupies the northern pole and is home to many Altered; and Telegia, the barren southern continent. The large saltwater oceans are generally tame and easy to navigate. The Rail station here is located on Delos in the city of Delodia, the Empire's capitol.

Selidus - "Wild" is the adjective most used to regard Selidus. It is a tropical planet which may have once had ice caps, but they have long given way to warm ocean. Instead of continents, Selidus is marked with strewn archipelagos of thousands of islands. Many are inhabited by native Ourani and Sarat cultures, as well as Konass tribes. There are a few larger landmasses which are occupied more "civilized" nations. The Tkloa Republic, an alliance of myriad tribal chieftains, is on the central continent. Its capitol Sorundi also holds the distinction of having the planet's Rail station. To the north is a long, narrow island divided between two rival nations, Havanda and Isar Mdoa. Havanda is occupied primarily by Sarat; Isar Mdoa, by Ourani. The two have fought since time immemorial, over what few can remember. Haktama to the southeast was once a colony of Chizenian Konass; the colonists eventually rebelled and were abandoned by their founders. The colonists adapted to Selidan life and became much like the various tribes around them. The other islands are occupied by a wide variety of tribes and cultures, or only by jungle land and beasts.

Galan - Once a paradise, Galan was devastated a millenium ago by some disaster under the Atua. Since then, it has become a nearly barren wasteland. Volcanoes can be found on all the continents, mostly active. Acidic seas cover most of the surface, ever ebbing away at the volcanic rocks that make up the continents. The Kahtor call this desolate land home, most living in the Kapok Empire, which occupies the largest of the continents. South of Kapok are the Badlands, considered severe enough even by the Kahtor to get such a moniker. Here there are swaths of acidic black sand that house fell beasts and even stranger beings. Kapok also occupies part of Falhess Island, wanted only for its mining resources. To the east lies Taelnath Archipelago, one of the few places with notable plant life; granted, most of it is lichens and mosses, but it is practically a jungle compared to most of the planet. To the far north is the island of Zerkandel, independent of Kapok and ran by insurrectionist Kahtor from long ago. Few know why they are divided, but whatever brings the two nations apart must be a fierce conflict indeed.

the DuinHumans. Native to Chizen, but can be found on Selidus as well. The largest human controlled territory is Holy Delos Empire, but there are several Duin towns on Viin Keledos and many nomadic tribes on Asior. Generally considered adaptable, slightly arrogant and somewhat stubborn compared to the other races.

the KonassTall, lean, and fast. Natural born fighters. Control the nation of Viin Keledos. Many members also found in Delos and some on Selidus. Adept sailors. Shrewd traders, many are merchants.

the AlteredHumanoid species modified by various cybernetic implants. Some implants grant powers or weapons to individuals. Declared heretics by the Delotian Church. Live in isolation in Northern Asior. Have settled two large communities, Alpha in Asior and Omicron on Telegia. Effectively immortal, they nonetheless lack any memory before the founding of Delos.

the OuraniApe-like humanoids originally from Selidus. Once enslaved by the Delotians, many now live in Delos. Thickly built with long arms, short legs, and a sloped forehead. A thick coat of hair runs from the head down the back, covering a semi-prehensile tail. Naturally adventerous and competitve.

the SaratHumanoid reptilian race with a variety of subraces. Native of Selidus.

the Ara-atanHorned humanoids native to Chizen. Dwell mostly in northern forests. Well-built and covered with coarse fur. Females have horns that encircle the head; males have this and a second pair that points outward. Mystically inclined and attuned to nature. Shun the Delotians for their oppressive ways, but are allies with Viin Keledos. Have an uneasy peace with the desert Sarat.

the KahtorNative race of Galan. Stout, broad bodies made of organic metal. Distrustful and secretive toward other races. Perform violent rituals. Kahtor on Zerkandel have severed ties with Kapok Empire for some reason.

the AtuaAncient, extinct race that formed the Three Worlds. The Guardians were once members of this race. Their evolution and technology gave them incredibly long lives, and some were able to ascend their mortal coil and into an astral plane. These ascended Atua were given authority to protect planets within the Atua territory and were called Guardians. After a horrendous event on Galan, the planet they considered a utopia, the Atua fled this galaxy in search of a more hopeful one. The Guardians of Chizen, Selidus, and Galan remained behind to live in shame and try to guard the three planets from further disaster.

Delotianism (The Holy Church of Delos) - The Delotian Church worships four primary gods that correspond to the four elements: Phoras, god of water; Daera, goddess of fire; Baelon, god of earth; and Ryes, goddess of wind. Delotianists believe the world was created by Delos, the Allgod, who divided himself into the elements to create the world. Most clerics, called hierophants, are quite familiar with all four of the gods; individual religious orders focus on particular deities. The Church is led by the Imam, who is seen as the living prophet of the Allgod. The Church is politically entwined with Delotian nobility, and the Imam traditionally crowns a new Sultan. Many nobles of the Empire hold religious as well as political titles. Many see the Church as corrupt and merely a device to uphold the class system. A particular order of rogue clerics, called mandrites, advocates the ending of the class system, but they are largely ignored.

Tais Meilon - A broad religion with no formal church and only a few temples. It is followed primarily by Konass, though a few others follow its tenents. Tais Meilon holds that there are two great powers in the universe, Chaos and Order. Chaos is the havoc of nature, characterized by storms, beasts, and unexpected astrological events. Order is civilization, the personification of cities, commerce, sailing, and the zodiac. There are 8 constellations of the Tais Meilon zodiac, each corresponding to a virtue: ambition, commerce, thrift, bravery, pride, civilization, culture, and acumen. Practitioners of Tais Meilon believe it is their duty to civilize the world, bringing Order to Chaos. Some wildness is to be desired, however, so long as it is controlled. Benefactory wildness provides rare goods to be traded, providing the virtue of commerce. Many practice Tais Meilon as a philosophy rather than a religion, and thus there are few rituals or shrines. In Viin Keledos, there are three temples: one in Raalia, one in Kael Aras, and a small one on the tip of the Oester Penninsula. The two urban temples are unmanned and consist of large shrines to Order and the zodiac virtues. The small Oester temple is occupied by a hermit, who some see as a sage and come to for advice.

Pasharan - A religion exclusive to the Ara-atan and unknown outside of Pasaar. It is deeply imbeded in Ara-atan culture; Ara-atan do not see a separation between the secular and religious, but that faith is a part of the world. Pasharan believe in many spirits of varying importance, but all are linked to the Oversoul, the great being that is the universe. Pasharanists believe the world has always existed, but its people wandered for generations without vision or hope. The Oversoul had mercy on the Ara-atan and sent divine wisdom to select individuals, the shamans. This event is known as Thela-shas. The Oversoul gave the shamans knowledge of all the spirits and of itself, and the shamans taught the Ara-atan their divine wisdom: settlement, magic, farming, rites. Pasharan has three holy rites: the Rite of the Harp, the Rite of Smoke, and the Rite of Blood.

Tour'nah - Ancestor worship practiced by the Ourani. Each Ourani family has a shrine in their home to the ancestors. The shrine is dominated by one or more pairs of Tour'iphel, ancestor wings. Ourani believe these weapons hold the spirits of their progenators, and they will use these weapons in holy combat (most comabt is holy to Ourani). Ourani pray to their ancestors daily, and it is said prayer to the ancestors in combat enhance the strength and sharpness of the 'iphel. Tour'nah followers believe combat is a matter of honor; to refuse combat or fight without Shae (a concept of vitality, strength, and ferocity) dishonors one's ancestors. Tour'nah is practiced by a number of Ourani tribes on Selidus and nearly all Ourani on Chizen.

Rathanal - Religion practiced by the Kapok Empire. It is poorly understood by most. Rathanal (which means merely "religion" in the Kahtor tongue) practitioners worship a nameless fire-earth god that is almost constantly displeased with the inhabitants of Galan. To sate the wrath of their god, the high priests of Rathanal make weekly living sacrifices. With an advanced calendar, different days call for different sacrifices: one day may be a virgin, another a strong warrior, still another an elderly woman. Those who are sacrificed are considered holy and honored. They are chosen a week before the appointed time, and that week becomes a festival for the selected holocaust with family and friends gathering around to bid farewell and send prayers for the sacrifice to carry into the afterlife. Sacrifices are made almost exclusively into an active volcanic crater, said to be the gateway to their god's domain.

Though the three planets are technically connected and can be travelled fairly easily, technology is not equal throughout. Those on Chizen are generally considered the most technologically adept. Most have mastered the art of steel and smith able weaponry and armor. The Delotians are able architects, having created huge structures with buttressed architecture and deep foundations. There has been some development of steam engines and pneumatics in the Delos Empire, largely as an attempt to understand Altered phyisiology. The Konass of Viin Keledos are expert sailors, having discovered triangular sails and the magnetic compass. They are also able chemists, having created gunpowder a few decades ago; it is just now finding function in their weaponry. Perhaps most technologically advanced are the Altered. Being effectively ageless, the Altered have amassed vast amounts of information over time. They also have found the need to develop more quickly, many focusing on repairing any of their damaged implants or cybernetic artifices. This has forced them to develop advanced chemistry and clockwork mechanisms.

Selidus may be considered the most primitive of the three worlds. Most on Selidus live either nomadic lifestyles or are tribal fishers, neither requiring nor having the resources for the technology found on Chizen. Such advanced equipment is seen as superfluous luxury and is often traded by Selidans in exchange for local exotic craft. A few note that Selidan Konass have sailing methods at least as advanced as their Chizenian counterparts.

Technology of Galan is poorly understood, due mostly to the reclusive nature of the Kahtor. Their metallurgy is perhaps the most advanced of all the planets, as well as their mining. Socially, however, they are almost entirely illiterate and have little in the way of medicine. Some say their chemistry is advanced as well, even a century ahead of Konassi explosives; others dismiss such claims as rumor and hearsay.

Holy Delos Empire - Greatest military and religious institution on Chizen. Ruled by the Sultan, advised by the Imam. Corrupt nobility and oppressive laws. On the verge of a civil uprising by the lower classes, led by the Resistance. The Rail is located in Delodia, the capital.

Viin Keledos - Republic located on Asior and a large island. Occupied mainly by Konass. Ruled by a Senate headed by a Consul. Shrewd traders and impressive naval strength. Most citizens follow the faith of Tais Meilon, a system that believes in an ongoing struggle between the forces of Chaos and Order. Recently finished a naval war with Delos, ending in a stalemate.

Pasaar - Nation located on Pasa, an island continent. Full of lush, verdant forests and a small mountain range. Made almost entirely of Ara-atan. Organized by clans, each led by a Shaman; the Shamans meet in a Grand Council to discuss policy. Strongly magic-inclined, worship a great Oversoul of the Three Worlds. Patriachal society where males live with harems.

The Sands - Large desert in the center of Asior. Areas controlled by desert Sarat, and nomadic humans and Konass. No real boundries between territories. Occupants follow a variety of religions and beliefs. Desert Sarat society organized by tribes, humans and Konass organized mostly by families. Leaders meet annually at the Oasis, a small verdant stretch near the edge of the desert, to settle feuds, make alliances, etc. Tribal warfare occurs frequently, though Resistance leaders have reduced it by making allies of some tribes.

Northern Asior - Wild land marked with cold moors and forests. Variety of beasts live in this area. Only a few scattered Konass tribes dwell here. The Altered settlement of Alpha sits on the shore of the Sharel Ocean. Rare medicinal herbs grow in the forests; Konass traders or Delotian healers come here to collect them occasionally.

Telegia - Southernmost continent of Chizen. Covered entirely by ice, with little life. Only sentients that live here are Altered in the settlement of Omicron, a city of ice underground.